/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* TODO(lukas): Fix colors in OSL. */ float color_srgb_to_scene_linear(float c) { if (c < 0.04045) return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); else return pow((c + 0.055) * (1.0 / 1.055), 2.4); } float color_scene_linear_to_srgb(float c) { if (c < 0.0031308) return (c < 0.0) ? 0.0 : c * 12.92; else return 1.055 * pow(c, 1.0 / 2.4) - 0.055; } color color_srgb_to_scene_linear(color c) { return color(color_srgb_to_scene_linear(c[0]), color_srgb_to_scene_linear(c[1]), color_srgb_to_scene_linear(c[2])); } color color_scene_linear_to_srgb(color c) { return color(color_scene_linear_to_srgb(c[0]), color_scene_linear_to_srgb(c[1]), color_scene_linear_to_srgb(c[2])); } color color_unpremultiply(color c, float alpha) { if (alpha != 1.0 && alpha != 0.0) return c / alpha; return c; } /* Color Operations */ color xyY_to_xyz(float x, float y, float Y) { float X, Z; if (y != 0.0) X = (x / y) * Y; else X = 0.0; if (y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y; else Z = 0.0; return color(X, Y, Z); } color xyz_to_rgb(float x, float y, float z) { return color(3.240479 * x + -1.537150 * y + -0.498535 * z, -0.969256 * x + 1.875991 * y + 0.041556 * z, 0.055648 * x + -0.204043 * y + 1.057311 * z); } color rgb_to_hsv(color rgb) { float cmax, cmin, h, s, v, cdelta; color c; cmax = max(rgb[0], max(rgb[1], rgb[2])); cmin = min(rgb[0], min(rgb[1], rgb[2])); cdelta = cmax - cmin; v = cmax; if (cmax != 0.0) { s = cdelta / cmax; } else { s = 0.0; h = 0.0; } if (s == 0.0) { h = 0.0; } else { c = (color(cmax, cmax, cmax) - rgb) / cdelta; if (rgb[0] == cmax) h = c[2] - c[1]; else if (rgb[1] == cmax) h = 2.0 + c[0] - c[2]; else h = 4.0 + c[1] - c[0]; h /= 6.0; if (h < 0.0) h += 1.0; } return color(h, s, v); } color hsv_to_rgb(color hsv) { float i, f, p, q, t, h, s, v; color rgb; h = hsv[0]; s = hsv[1]; v = hsv[2]; if (s == 0.0) { rgb = color(v, v, v); } else { if (h == 1.0) h = 0.0; h *= 6.0; i = floor(h); f = h - i; rgb = color(f, f, f); p = v * (1.0 - s); q = v * (1.0 - (s * f)); t = v * (1.0 - (s * (1.0 - f))); if (i == 0.0) rgb = color(v, t, p); else if (i == 1.0) rgb = color(q, v, p); else if (i == 2.0) rgb = color(p, v, t); else if (i == 3.0) rgb = color(p, q, v); else if (i == 4.0) rgb = color(t, p, v); else rgb = color(v, p, q); } return rgb; }